File: SierpinskiTetrahedron.cs

package info (click to toggle)
opentk 1.1.4c%2Bdfsg-2.1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, buster
  • size: 68,640 kB
  • sloc: cs: 525,501; xml: 277,501; ansic: 3,597; makefile: 41
file content (173 lines) | stat: -rw-r--r-- 8,086 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
using System;
using System.Diagnostics;

using OpenTK;

namespace Examples.Shapes
{
    public sealed partial class SierpinskiTetrahedron: DrawableShape
    {

        public enum eSubdivisions
        {
            /// <summary>Creates a Sierpinski Tetrahedron using 4 triangles.</summary>
            Zero = 0,
            /// <summary>Creates a Sierpinski Tetrahedron using 16 triangles.</summary>
            One = 1,
            /// <summary>Creates a Sierpinski Tetrahedron using 64 triangles.</summary>
            Two = 2,
            /// <summary>Creates a Sierpinski Tetrahedron using 256 triangles.</summary>
            Three = 3,
            /// <summary>Creates a Sierpinski Tetrahedron using 1024 triangles.</summary>
            Four = 4,
            /// <summary>Creates a Sierpinski Tetrahedron using 4096 triangles.</summary>
            Five = 5,
            /// <summary>Creates a Sierpinski Tetrahedron using 16384 triangles.</summary>
            Six = 6,
            /// <summary>Creates a Sierpinski Tetrahedron using 65536 triangles.</summary>
            Seven = 7,
            /// <summary>Creates a Sierpinski Tetrahedron using 262144 triangles.</summary>
            Eight = 8,
            /// <summary>Creates a Sierpinski Tetrahedron using 1048576 triangles.</summary>
            Nine = 9,
        }

        /// <summary>Creates a Sierpinski Tetrahedron which is centered at (0,0,0) and fits into a sphere of radius 1f, or a diameter of 2f</summary>
        /// <param name="scale">Default: 1f.</param>
        /// <param name="subdivs">The number of subdivisions of the Tetrahedron.</param>
        /// <param name="useDL"></param>
        public SierpinskiTetrahedron( double scale, eSubdivisions subdivs, bool useDL )
            : base( useDL )
        {
            TetrahedronFace[] Triangles;

            switch ( subdivs )
            {
            case eSubdivisions.Zero:
                CreateDefaultTetrahedron( scale, out Triangles );
                break;
            case eSubdivisions.One:
            case eSubdivisions.Two:
            case eSubdivisions.Three:
            case eSubdivisions.Four:
            case eSubdivisions.Five:
            case eSubdivisions.Six:
            case eSubdivisions.Seven:
            case eSubdivisions.Eight:
            case eSubdivisions.Nine:
                CreateDefaultTetrahedron( scale, out Triangles );
                for ( int i = 0; i < (int)subdivs; i++ )
                {
                    TetrahedronFace[] temp;
                    SubdivideTetrahedron( ref Triangles, out temp );
                    Triangles = temp;
                }
                break;
            default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." );
            }

            PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
            SierpinskiTetrahedron.GetVertexArray( ref Triangles, out VertexArray );
            IndexArray = null;
        }

        internal static void GetVertexArray( ref TetrahedronFace[] input, out VertexT2dN3dV3d[] output )
        {
            output = new VertexT2dN3dV3d[input.Length * 3];
            int counter = 0;
            for ( int i = 0; i < input.Length; i++ )
            {
                input[i].GetVertices( out output[counter + 0], out output[counter + 1], out output[counter + 2] );
                counter += 3;
            }
        }

        /// <summary>Generates the lowest subdivision mesh, which consists of 4 Triangles.</summary>
        internal static void CreateDefaultTetrahedron( double scale, out TetrahedronFace[] array )
        {
            Vector3d[] Points = new Vector3d[4];
            Points[0] = new Vector3d( 0.0 * scale, 0.0 * scale, 1.0 * scale );
            Points[1] = new Vector3d( -0.816 * scale, 0.471 * scale, -0.333 * scale );
            Points[2] = new Vector3d( 0.816 * scale, 0.471 * scale, -0.333 * scale );
            Points[3] = new Vector3d( 0.0 * scale, -0.943 * scale, -0.333 * scale );

            Vector2d[] TexCoords = new Vector2d[4];
            TexCoords[0] = new Vector2d( 0.0, 0.0 );
            TexCoords[1] = new Vector2d( 1.0, 0.0 );
            TexCoords[2] = new Vector2d( 0.0, 1.0 );
            TexCoords[3] = new Vector2d( 1.0, 1.0 );

            Vector3d Normal;
            array = new TetrahedronFace[4];

            FindNormal( ref Points[0], ref Points[2], ref Points[1], ref Points[3], out Normal );
            array[0] = new TetrahedronFace( ref Points[0], ref TexCoords[2],
                                                   ref Points[2], ref TexCoords[0],
                                                   ref Points[1], ref TexCoords[1],
                                                   ref Points[3],
                                                   ref Normal );

            FindNormal( ref Points[0], ref Points[3], ref Points[2], ref Points[1], out Normal );
            array[1] = new TetrahedronFace( ref Points[0], ref TexCoords[0],
                                                   ref Points[3], ref TexCoords[1],
                                                   ref Points[2], ref TexCoords[2],
                                                   ref Points[1],
                                                   ref Normal );

            FindNormal( ref Points[0], ref Points[1], ref Points[3], ref Points[2], out Normal );
            array[2] = new TetrahedronFace( ref Points[0], ref TexCoords[2],
                                                   ref Points[1], ref TexCoords[1],
                                                   ref Points[3], ref TexCoords[3],
                                                   ref Points[2],
                                                   ref Normal );

            FindNormal( ref Points[1], ref Points[2], ref Points[3], ref Points[0], out Normal );
            array[3] = new TetrahedronFace( ref Points[1], ref TexCoords[3],
                                                   ref Points[2], ref TexCoords[2],
                                                   ref Points[3], ref TexCoords[1],
                                                   ref Points[0],
                                                   ref Normal );
        }

        /// <summary>Subdivides each triangle into 4 new ones.</summary>
        private void SubdivideTetrahedron( ref TetrahedronFace[] source, out TetrahedronFace[] output )
        {

            output = new TetrahedronFace[source.Length * 4];

            int counter = 0;
            for ( int i = 0; i < source.Length; i++ )
            {
                source[i].SubdivideSierpinski( out output[counter + 0], out output[counter + 1], out output[counter + 2], out output[counter + 3] );
                counter += 4; // every source triangle emits 4 new triangles
            }
        }

        /// <summary>A, B and C are the triangle whos normal is to be determined. D is the 4th Point in the Tetraeder which does not belong to the triangle.</summary>
        internal static void FindNormal( ref Vector3d A, ref Vector3d B, ref Vector3d C, ref Vector3d D, out Vector3d result )
        {
            Vector3d temp1, temp2, temp3;

            Vector3d.Subtract( ref A, ref D, out temp1 );
            Vector3d.Subtract( ref B, ref D, out temp2 );
            Vector3d.Subtract( ref C, ref D, out temp3 );

            Vector3d.Add( ref temp1, ref temp2, out result );
            Vector3d.Add(ref result, ref temp3, out result);
            result.Normalize();
        }

        internal static void FindNormal( ref Vector3d A, ref Vector3d B, ref Vector3d C, out Vector3d result )
        {
            Vector3d temp1, temp2;
            Vector3d.Subtract( ref A, ref B, out temp1 );
            temp1.Normalize();
            Vector3d.Subtract(ref C, ref B, out temp2);
            temp2.Normalize();
            Vector3d.Cross( ref temp1, ref temp2, out result );
            result *=  -1.0;
            result.Normalize();
        }

    }
}